Would anyond here happen to have the original Mogeko Castle? The one made in RPG Maker 2000, I mean. Either Japanese or Chinese is fine. I've been looking for this for a long-ass time now, so it would be great if someone could help me out! Thanks in advance!

I finished translating Milya. The game is, for some reason (i.e. the engine can't handle memory allocation with some textures), very prone to crashing, and although I managed to improve the overall time between crashes (a lot), it still happens from time to time. The good thing is that this game isn't that long and you don't need to save or anything like that anyway. But I insist that it crashes as a fault on the engine side, so please spare me the complains.

Inside the ./www folder, you will find a copy of the original CommonEvents.json file, plus a backup of the english one. In case you want to switch to the original language again, all you have to do is copy the CommonEvents[EN/JP].json file, paste it inside the ./www data folder, and rename it to CommonEvents.json (overwriting the file there).

>>5186You can supposedly finish it within about 20 min, but unfortunately the crashes and repetitions make it take slightly longer. I would say it's closer to 30 min than 40 min, though.

>>5192Sorry for that, but that's just how far I could go about fixing it without rewriting some fundamental functions in a language I am not that familiar with.Would you mind telling me your specs? I managed to get all the branches when testing the patch (and mind you, that was a pain), with an overall probability of crashing of about 20% (with a standard deviation of 15%)[a]. From the tests, I concluded that the main error that causes crashing comes from a function to allocate memory for image files, although there were one or two times when it was even weirder and harder to pin-point with the testing I've performed, and I dismissed them as common MV errors rather than game specific crashes.

[a]: For reference, the game had a Pr(crashing) = 0.75, σ = 0.2 before I sort of fixed it eliminating certain texture filters from the game script.

Here's a 17min gameplay, https://www.youtube.com/watch?v=_qExZJHYeNcBut if you're interested, I can post the text script of the game. You'd have to give me some time to add notes so it makes more sense for a reader that can't see the specific scene and clean all the notes, but I can do it.

>>5198I tried replaying Milya and writing down within the file all you see so you could follow the context, but unfortunately the crashings and need for adding jump points (more on this later) takes more time than I can actually put down for this. Instead, I'll write the general feeling of the game here.

I divided the game's text into what I called "branches". They aren't branches in the classical way (i.e. a byproduct of making a "choice" within the game), but rather just different loops that run when you start the game. When you play for the first time, you run what I call "branch 0", which will always be the first branch the player sees the first time they play the game.Sometimes when playing, for example, "branch 2", two or three snips of text from "branch 05" will appear, before jumping back from where it left in "branch 2". This is what I denominated "Jump Points". This makes understanding the story more difficult, therefore by reading this script (which is in order and with corresponding text inside their respective branches), you will probably have a better understanding of the story than just by "playing the game".

And some context: Some of these branches (those that don't seem to be narrated by "the protagonist", i.e. a girl who goes to this café in a forest) are generally just text over a black background. The others are, as I mentioned, apparently narrated by the girl, who walks through different maps through passages, corridors, what looks like some forest path, a field, basements, etc.

If you want to discuss something or have doubts about anything in the file, feel free to ask and I'll try to fill as many holes as possible.

I've only read the script once so I barely understand anything, but man, lol really loves his mind screw and disease plots, doesn't he? Either way, looks like I'm going to have to do a lot of rereading again to try and figure this one out…

The game is a sequel to Shoujo Kidan, and works in a similar fashion, albeit slightly differently. Although it's not necessary to have played the previous game, it is recommended. I've included the original hint file made by lol plus a guide I originally made for testers. If any question or problem arises, feel free to post them here.

So. I stuck the contents of that gibberish Japanese file into Google Translate out of curiosity, and got this out of it:

"There are a couple of creatures in their cities.The number of liters is equal to the number of liters.Incomplete design of fuel injection systemThe setting value is greater than the set valueThe number of entries is less than or equal to the maximum number of entriesIf there is more than one of them, the cumulative number is greater than the other."

With the title of the file translating to "Learning from the University of Tsukuba"

I put all this into Bing Translator and got complete gibberish back out, as one would except, so I have no idea how or where Google Translate even got something this coherent, let alone what it even refers to.

I wonder if it's possible to translate this by converting it into another language (not necessarily a language so much as code) and then back to Japanese, or maybe by stringing together and then deciphering the individual sounds of the characters (since there's some katakana and letters scattered in there, and the kanji all appear to be legitimate), or something.

>>5199>I put all this into Bing Translator and got complete gibberish back out, as one would except, so I have no idea how or where Google Translate even got something this coherent, let alone what it even refers to.If there really is any hidden message on that, you'd have more luck picking the binary data and opening it with different character encodings until hitting something. Google Translator does that weird thing where incoherent data translates as something else that makes sense (I remember people writting あ and then gradually adding more あ's and the output was longer texts that made sense in english even though they were just the translation of "Aaaaaaaaaaaa" from japanese).>or maybe by stringing together and then deciphering the individual sounds of the characters (since there's some katakana and letters scattered in there, and the kanji all appear to be legitimate), or something.That mess of text you see is called mojibake, and it's just random binary data being opened through a special encoding. Your text editor just reads the data literally in the encoding set by default/the encoding of the file, and since it's just random data, it outputs random characters. You only see legitimate kanji because the binary code for that kanji just happens to be there and is interpreted as said kanji in the encoding with which you opened the file. If you changed the encoding to ascii you'd only see latin characters and everything else as boxes because your text editor wouldn't even know how to render them.

I set up a Minecraft Lost Cities modded server to play around with. Take a look. It's a mapgen mod, so the world is an auto-generated abandoned city in all directions. If there is enough interest for me to find donors, I will add some more features and plugin support. Currently it is otherwise vanilla, with 12 player slots.

There are skyscrapers, highways, bridges, tunnels, subways, and other structures. Forever. Treasure boxes and mob spawners are scattered randomly about, making it a very hostile world with infinite exploration value.

I have tweaked the map generator settings. Now newly explored areas further from spawn have much more wilderness, with cities a somewhat rare occurrence, making for a more rural setting on the outskirts.

>>5183>just ban the IP instead of the ID and you're setThat's worse, because banning ID's usually means the person has to have another account or copy of the game in hand, which costs money and is not really convenient for the average person, while (solely) banning IP's gives them the ability to use a proxy which is far easier than outright buying a copy of Minecraft. A combination of both would be best optimal.But yeah this >>5184

However, notice that even there, the work "aka no hako" cannot be found. You will either have to ask directly to the dev if it's possible if they can reupload it or have some very good luck hitting at somebody who didn't delete a 15 minute game.

This game was a project from university a few years ago, that I expanded into a full, completed game. JNI is a project about adaptation, specifically: I adapted half of a short story (usually called Jasei no In or The Serpent's Lust or some variant) from a collection of classic Japanese supernatural tales (called the Ugetsu Monogatari) and turned it into a videogame.

From my devblog:"Jasei no In: The Serpent’s Lust is a short, linear game with a strong narrative… This particular story is a very popular one in Japan, and has gone through many adaptations since its initial creation around 1776.

The protagonist, Manago, is a simple weaver girl who gets caught in a rainstorm. A mysterious man in white appears out of nowhere and shields her from the rain, lending her an umbrella. Feeling indebted to him and perhaps a little attracted to him as well, she tries to return the umbrella to his manor hidden deep in the woods. Manago quickly becomes swept up in a romance that is not all that it seems, and must figure out who exactly the mysterious man in white really is, or face severe consequences.

The game isn’t horror, but it contains supernatural/paranormal themes."

This looks pretty cool. Did some research in to the name, looks like its an amalgamation of some old Chinese stories with some spins on the plot. > 蛇性の婬」は、『雨月物語』中唯一の中篇小説の体をとっている。原話は、『警世通言』第28巻「白娘子永鎮雷峰塔」であるが、途中から終結を道成寺縁起へ結びつける、独自な要素をもっている。

Jasei no In is a novella from "May Stories (lit. rain month stories)". The original version is from "Stories to Caution the World"'s 28th volume, "The White Maiden Trapped in Leifeng Pagoda", but along the way combines the ending of "Dojoji Omen" (the story of Kiyohime) and has its own unique elements as well.

>>5160You can get 2 & 1 on freem which is where most of the games are. It's even got the demo for the new game since the creator is back to making games again. She seems to have removed 6 & 5 though. 6 and 裏 are both the same game. I'm not too sure about 表, but if you want a release order it should go 3, 2, 1, 6, 4, Fury, 5, and then the spinoffs.

Huntress is my passion project spin on Little Red Riding Hood, and is a pseudo-rpg, which means levels don't matter, experience doesn't matter, and grinding is NOT necessary. The battles are mostly for flavor, and can be avoided entirely if desired, and the game gives a lot of recovery items should anyone decide to fight all the wolves they come across. It's a short story with multiple, sequential endings that all conclude the story in unique ways (except for when you die early in battle/get eaten by a wolf), with a bonus room at the very end.

From my devblog:"Lenora Calamint lives with her mother in a small village called Pokeweed Hollow on the outskirts of a forest. She often delivers food to her stubborn grandmother, who prefers to live alone in the woods. While the forest is a dangerous place full of wolves, the village and her grandmother's house were peaceful.

However, once a travelling, charismatic hunter decided to settle near the village and offered to protect it, the local wolves became mysteriously violent and began to attack the village in erratic bursts of activity. Due to these events, some villagers praise the hunter for his help in keeping the wolves out of their homes. The others can't help but think there's something suspicious about the matter. Despite it all, Lenora still has a grandmother to take care of, and so she wakes up to begin her routine of visiting her grandmother anePost too long. Click here to view the full text.

>pseudo-rpg, which means levels don't matter, experience doesn't matter, and grinding is NOT necessary. The battles are mostly for flavor, and can be avoided entirely if desired, and the game gives a lot of recovery items should anyone decide to fight all the wolves they come across.So, like undertale? There's even faceless cutscenes. You sprite work looks nice, but you might want to put more detail into profile shots(the first game). The technicolors look nice in a stil image, but I imagine they would be a bit of an eye sore if you're playing the game for a long stretch. Maybe more neutral colors would be better in a future game. Conveying atmosphere is harder if every location is full of hot pinks and highlighter orange. Those locations should pop out and stick in the player's head as being unusual.

>>5169>like undertale?I actually had not played undertale until after finishing this game, and it's not like undertale at all. There's quite a few pseudo-rpg games out there, my actual inspirations for this one were my friend moga's games (her Ghost Suburb series,) but there's also a bunch of others mostly on rpgmaker.net. OFF was also a great learning tool with basic battle effect animations.

Since Huntress was intended to be a short 1hr game, I took a lot of shortcuts in design and to experiment with color. The cutscene art is loose and featureless so I could make as much art as possible for endings. There's larger, detailed portraits in regular gameplay dialogue (bigger than Jasei no In's). The color palettes shift fairly frequently and the player won't stay in one area for long. I tried to make the music (royalty free) for each area match the atmosphere, so I do recommend playing it to get the feeling. There's let's plays on youtube if playing it isn't feasible (and I recommend ManlyBadassHero's LP in that case).

A lot of my color palette issues came about because I made this on my old 2010 dell laptop and the saturation on that computer turned out to be super wonky and I had no idea. A lot of my artwork from that time was a lot brighter or clashier than I physically saw myself. I wanted it to be much more balanced and less saturated, but I only just got a new laptop without the saturation issues and the game's complete and 2 years old already.

I learned a lot from this project and it definitely has a lot of flaws, but I hope anon enjoys it for what it is!

Why do Japanese RPG Maker games have more of a well-known following than say western RPG Maker games? Is it because western indies are so full of themselves because they think their game is art or something? Of course there are exceptions (such as OFF or Lisa the Painful, for example), but it just seems that people are more receptive of games like Wadanohara or Towelket instead of games like bleet's games or Sore Losers.

>>5048Their priorities are completely different. The western dev seems to focus on gameplay and implementing some robust gameplay mechanic, or making the game beautiful and distinct visually.The jap dev on the other hand, focuses on story and characters. The popular RPG maker games all have story and character as the focus, not anything else. Even if focus was put to make the game appealing visually it's for the sake of characters and not for the sake of the game itself.

I would argue there isn't a correct approach, it's just modern audiences, or at least people who are willing to try RPG maker games lean toward preferring story/characters.

>>5048There are barely any western RPG Maker games that aren't memes or fangames. You've got your big ones (Off, Space Funeral, LISA, Hylics, etc.) and you've got a few dedicated creators, like bleet and Takamo. And that's basically it. It's not a popular engine outside of Japan.

You'll see a boom if one of the shitty bigger let's players ever get ahold of it again.